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#===============================================================================
# * Diploma - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It displays a game diploma like in
# official games. This is a very simple scene that I made in a way with several
# comments that can be used as a guide to make simple scenes in Essentials.
#
#===============================================================================
#
# To this script works, put it above main. To show the diploma use
# 'pbDiploma(maintext,imagepath)' where the maintext is the diploma maintext
# and the imagepath is the path of the diploma picture (like
# "Graphics/Pictures/diploma"). If you call it without parameters (only
# 'pbDiploma') then the default main text and image path are used.
# I suggest to call this script only when the condition
# '$Trainer.pokedexOwned==PBSpecies.maxValue' is true.
#
#===============================================================================
class DiplomaScene # The scene class
def update
# Updates all sprites in @sprites variable
pbUpdateSpriteHash(@sprites)
end
def pbStartScene(maintext,imagepath)
# Initialize the sprite hash where all sprites are. This is better for
# calling methods for all sprites once like pbUpdateSpriteHash
@sprites={}
# Creates a viewpoint with z=99999, so you can see all sprites with
# z below 99999. The higher z sprites are above the lower ones.
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
# Creates a new IconSprite object and sets its bitmap to imagepath
@sprites["background"]=IconSprite.new(0,0,@viewport)
@sprites["background"].setBitmap(imagepath)
# A little trick to centralize if the background hasn't the screen size
@sprites["background"].x=(Graphics.width-@sprites["background"].bitmap.width)/2
@sprites["background"].y=(Graphics.height-@sprites["background"].bitmap.height)/2
# Creates an overlay to write text over it
@sprites["overlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
# Set the font defined in "options" on overlay
pbSetSystemFont(@sprites["overlay"].bitmap)
# Calls the pbDrawText method
pbDrawText(maintext)
# After everything is set, show the sprites with "FadeIn" effect.
pbFadeInAndShow(@sprites) { update }
end
def pbDrawText(maintext)
overlay=@sprites["overlay"].bitmap
# Clear the overlay to write text over it. In this script the clear is
# useless, but if you want to change the text without remake the overlay,
# then this is necessary.
overlay.clear
# I am using the _INTL for better others parameters (like $Trainer.name)
# manipulation and to allow text translation (made in PBIntl script section)
playerName=_INTL("Player: {1}",$Trainer.name)
# The margins sizes for each side
marginLeft=112
marginRight=96
# Creates a new color for text baseColor and text shadowColor.
# The three numbers are in RGB format.
baseColor=Color.new(72,72,72)
shadowColor=Color.new(160,160,160)
# Creates an array with pbDrawTextPositions second parameter. Search for
# 'def pbDrawTextPositions' to understand the second parameter.
# 'Graphics.width-value' and 'Graphics.height-value' make the value counts
# for the reverse side. This is also useful for different screen size
# graphics. Ex: Graphics.height-96 its the same than 288 if the
# graphics height is 384.
# 'Graphics.width/2' and 'Graphics.height/2' returns the center point.
textPositions=[
[playerName,Graphics.width/2,32,2,baseColor,shadowColor],
[_INTL("Game Freak"),Graphics.width-marginRight,Graphics.height-64,1,baseColor,shadowColor]
]
# Draw these text on overlay.
pbDrawTextPositions(overlay,textPositions)
# Using drawTextEx (search for 'def drawTextEx' to understand the
# parameters) to make a line wrap text for main text.
drawTextEx(overlay,marginLeft,96,Graphics.width-marginLeft-marginRight,8,maintext,baseColor,shadowColor)
end
def pbMain
loop do
# Updates the graphics
Graphics.update
# Updates the button input check
Input.update
# Calls the update method on this class (look at 'def update' in
# this class)
self.update
# If button C or button B (trigger by keys C and X) is pressed, then
# exits from loop and from pbMain, starts pbEndScene (look at
# 'def pbStartScreen')
if Input.trigger?(Input::B) || Input.trigger?(Input::C)
# To play the Decision SE (defined in database) when the diploma is
# canceled, then uncomment the below line.
#pbSEPlay($data_system.decision_se)
break
end
# If you wish to switch between two texts when the C button is
# pressed (with a method like pbDrawText2), then deletes the
# '|| Input.trigger?(Input::C)'. Before the 'loop do' put 'actualText=1',
# then use something like:
#Input.trigger?(Input::C)
# if(actualText==1)
# actualText=2
# pbDrawText2
# elsif(actualText==2)
# actualText=1
# pbDrawText
# end
#end
end
end
def pbEndScene
# Hide all sprites with "FadeOut" effect
pbFadeOutAndHide(@sprites) { update }
# Remove all sprites
pbDisposeSpriteHash(@sprites)
# Remove the viewpoint
@viewport.dispose
end
end
class Diploma # The screen class
def initialize(scene)
@scene=scene
end
def pbStartScreen(maintext,imagepath)
# Put the method order in scene. The pbMain have the scene main loop
# that only closes the scene when the loop breaks.
@scene.pbStartScene(maintext,imagepath)
@scene.pbMain
@scene.pbEndScene
end
end
# Here a def for a quick script call.
# If you don't put some parameter, then it uses default values.
def pbDiploma(maintext="",imagepath="")
# Picks default text if maintext==""
maintext=_INTL("This document is issued in recognition of your magnificent achievement - the completion of the National Pokédex.") if maintext==""
# Picks default image path if imagepath==""
imagepath="Graphics/Pictures/diploma" if imagepath==""
scene=DiplomaScene.new
screen=Diploma.new(scene)
screen.pbStartScreen(maintext,imagepath)
end

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